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// Ridah, cg_trails.c - draws a trail using multiple junction points
#include "cg_local.h"
typedef struct trailJunc_s
{
struct trailJunc_s *nextGlobal, *prevGlobal; // next junction in the global list it is in (free or used)
struct trailJunc_s *nextJunc; // next junction in the trail
struct trailJunc_s *nextHead, *prevHead; // next head junc in the world
qboolean inuse, freed;
int ownerIndex;
qhandle_t shader;
int sType;
int flags;
float sTex;
vec3_t pos;
int spawnTime, endTime;
float alphaStart, alphaEnd;
vec3_t colorStart, colorEnd;
float widthStart, widthEnd;
// current settings
float alpha;
float width;
vec3_t color;
} trailJunc_t;
#define MAX_TRAILJUNCS 4096
trailJunc_t trailJuncs[ MAX_TRAILJUNCS ];
trailJunc_t *freeTrails, *activeTrails;
trailJunc_t *headTrails;
qboolean initTrails = qfalse;
int numTrailsInuse;
/*
===============
CG_ClearTrails
===============
*/
void CG_ClearTrails( void )
{
int i;
memset( trailJuncs, 0, sizeof( trailJunc_t ) * MAX_TRAILJUNCS );
freeTrails = trailJuncs;
activeTrails = NULL;
headTrails = NULL;
for( i = 0; i < MAX_TRAILJUNCS; i++ )
{
trailJuncs[ i ].nextGlobal = &trailJuncs[ i + 1 ];
if( i > 0 )
trailJuncs[ i ].prevGlobal = &trailJuncs[ i - 1 ];
else
trailJuncs[ i ].prevGlobal = NULL;
trailJuncs[ i ].inuse = qfalse;
}
trailJuncs[ MAX_TRAILJUNCS - 1 ].nextGlobal = NULL;
initTrails = qtrue;
numTrailsInuse = 0;
}
/*
===============
CG_SpawnTrailJunc
===============
*/
trailJunc_t *CG_SpawnTrailJunc( trailJunc_t *headJunc )
{
trailJunc_t *j;
if( !freeTrails )
return NULL;
if( cg_paused.integer )
return NULL;
// select the first free trail, and remove it from the list
j = freeTrails;
freeTrails = j->nextGlobal;
if( freeTrails )
freeTrails->prevGlobal = NULL;
j->nextGlobal = activeTrails;
if( activeTrails )
activeTrails->prevGlobal = j;
activeTrails = j;
j->prevGlobal = NULL;
j->inuse = qtrue;
j->freed = qfalse;
// if this owner has a headJunc, add us to the start
if( headJunc )
{
// remove the headJunc from the list of heads
if( headJunc == headTrails )
{
headTrails = headJunc->nextHead;
if( headTrails )
headTrails->prevHead = NULL;
}
else
{
if( headJunc->nextHead )
headJunc->nextHead->prevHead = headJunc->prevHead;
if( headJunc->prevHead )
headJunc->prevHead->nextHead = headJunc->nextHead;
}
headJunc->prevHead = NULL;
headJunc->nextHead = NULL;
}
// make us the headTrail
if( headTrails )
headTrails->prevHead = j;
j->nextHead = headTrails;
j->prevHead = NULL;
headTrails = j;
j->nextJunc = headJunc; // if headJunc is NULL, then we'll just be the end of the list
numTrailsInuse++;
// debugging
// CG_Printf( "NumTrails: %i\n", numTrailsInuse );
return j;
}
/*
===============
CG_AddTrailJunc
returns the index of the trail junction created
Used for generic trails
===============
*/
int CG_AddTrailJunc( int headJuncIndex, qhandle_t shader, int spawnTime, int sType, vec3_t pos,
int trailLife, float alphaStart, float alphaEnd, float startWidth,
float endWidth, int flags, vec3_t colorStart, vec3_t colorEnd,
float sRatio, float animSpeed )
{
trailJunc_t *j, *headJunc;
if( headJuncIndex > 0 )
{
headJunc = &trailJuncs[ headJuncIndex - 1 ];
if( !headJunc->inuse )
headJunc = NULL;
}
else
headJunc = NULL;
j = CG_SpawnTrailJunc( headJunc );
if( !j )
{
// CG_Printf("couldnt spawn trail junc\n");
return 0;
}
if( alphaStart > 1.0 )
alphaStart = 1.0;
if( alphaStart < 0.0 )
alphaStart = 0.0;
if( alphaEnd > 1.0 )
alphaEnd = 1.0;
if( alphaEnd < 0.0 )
alphaEnd = 0.0;
// setup the trail junction
j->shader = shader;
j->sType = sType;
VectorCopy( pos, j->pos );
j->flags = flags;
j->spawnTime = spawnTime;
j->endTime = spawnTime + trailLife;
VectorCopy( colorStart, j->colorStart );
VectorCopy( colorEnd, j->colorEnd );
j->alphaStart = alphaStart;
j->alphaEnd = alphaEnd;
j->widthStart = startWidth;
j->widthEnd = endWidth;
if( sType == STYPE_REPEAT )
{
if( headJunc )
j->sTex = headJunc->sTex + ( ( Distance( headJunc->pos, pos ) / sRatio) / j->widthEnd );
else
{
// FIXME: need a way to specify offset timing
j->sTex = ( animSpeed * ( 1.0 - ( (float)( cg.time % 1000 ) / 1000.0 ) ) ) / ( sRatio );
// j->sTex = 0;
}
}
return ( (int)( j - trailJuncs ) + 1 );
}
/*
===============
CG_AddSparkJunc
returns the index of the trail junction created
===============
*/
int CG_AddSparkJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
float alphaStart, float alphaEnd, float startWidth, float endWidth )
{
trailJunc_t *j, *headJunc;
if( headJuncIndex > 0 )
{
headJunc = &trailJuncs[ headJuncIndex - 1 ];
if( !headJunc->inuse )
headJunc = NULL;
}
else
headJunc = NULL;
j = CG_SpawnTrailJunc( headJunc );
if( !j )
return 0;
// setup the trail junction
j->shader = shader;
j->sType = STYPE_STRETCH;
VectorCopy( pos, j->pos );
j->flags = TJFL_NOCULL; // don't worry about fading up close
j->spawnTime = cg.time;
j->endTime = cg.time + trailLife;
VectorSet( j->colorStart, 1.0, 0.8 + 0.2 * alphaStart, 0.4 + 0.4 * alphaStart );
VectorSet( j->colorEnd, 1.0, 0.8 + 0.2 * alphaEnd, 0.4 + 0.4 * alphaEnd );
// VectorScale( j->colorStart, alphaStart, j->colorStart );
// VectorScale( j->colorEnd, alphaEnd, j->colorEnd );
j->alphaStart = alphaStart*2;
j->alphaEnd = alphaEnd*2;
// j->alphaStart = 1.0;
// j->alphaEnd = 1.0;
j->widthStart = startWidth;
j->widthEnd = endWidth;
return ( (int)( j - trailJuncs ) + 1 );
}
/*
===============
CG_AddSmokeJunc
returns the index of the trail junction created
===============
*/
int CG_AddSmokeJunc( int headJuncIndex, qhandle_t shader, vec3_t pos, int trailLife,
float alpha, float startWidth, float endWidth )
{
#define ST_RATIO 4.0 // sprite image: width / height
trailJunc_t *j, *headJunc;
if( headJuncIndex > 0 )
{
headJunc = &trailJuncs[ headJuncIndex - 1 ];
if( !headJunc->inuse )
headJunc = NULL;
}
else
headJunc = NULL;
j = CG_SpawnTrailJunc( headJunc );
if( !j )
return 0;
// setup the trail junction
j->shader = shader;
j->sType = STYPE_REPEAT;
VectorCopy( pos, j->pos );
j->flags = TJFL_FADEIN;
j->spawnTime = cg.time;
j->endTime = cg.time + trailLife;
// VectorSet(j->colorStart, 0.2, 0.2, 0.2);
VectorSet(j->colorStart, 0.0, 0.0, 0.0);
// VectorSet(j->colorEnd, 0.1, 0.1, 0.1);
VectorSet(j->colorEnd, 0.0, 0.0, 0.0);
j->alphaStart = alpha;
j->alphaEnd = 0.0;
j->widthStart = startWidth;
j->widthEnd = endWidth;
if( headJunc )
j->sTex = headJunc->sTex + ( ( Distance( headJunc->pos, pos ) / ST_RATIO ) / j->widthEnd );
else
{
// first junction, so this will become the "tail" very soon, make it fade out
j->sTex = 0;
j->alphaStart = 0.0;
j->alphaEnd = 0.0;
}
return ( (int)( j - trailJuncs ) + 1 );
}
void CG_KillTrail( trailJunc_t *t );
/*
===========
CG_FreeTrailJunc
===========
*/
void CG_FreeTrailJunc( trailJunc_t *junc )
{
// kill any juncs after us, so they aren't left hanging
if( junc->nextJunc )
CG_KillTrail( junc );
// make it non-active
junc->inuse = qfalse;
junc->freed = qtrue;
if( junc->nextGlobal )
junc->nextGlobal->prevGlobal = junc->prevGlobal;
if( junc->prevGlobal )
junc->prevGlobal->nextGlobal = junc->nextGlobal;
if( junc == activeTrails )
activeTrails = junc->nextGlobal;
// if it's a head, remove it
if( junc == headTrails )
headTrails = junc->nextHead;
if( junc->nextHead )
junc->nextHead->prevHead = junc->prevHead;
if( junc->prevHead )
junc->prevHead->nextHead = junc->nextHead;
junc->nextHead = NULL;
junc->prevHead = NULL;
// stick it in the free list
junc->prevGlobal = NULL;
junc->nextGlobal = freeTrails;
if( freeTrails )
freeTrails->prevGlobal = junc;
freeTrails = junc;
numTrailsInuse--;
}
/*
===========
CG_KillTrail
===========
*/
void CG_KillTrail( trailJunc_t *t )
{
trailJunc_t *next;
next = t->nextJunc;
// kill the trail here
t->nextJunc = NULL;
if( next )
CG_FreeTrailJunc( next );
}
/*
==============
CG_AddTrailToScene
TODO: this can do with some major optimization
==============
*/
static vec3_t vforward, vright, vup;
//TA: staticised to please QVM
#define MAX_TRAIL_VERTS 2048
static polyVert_t verts[ MAX_TRAIL_VERTS ];
static polyVert_t outVerts[ MAX_TRAIL_VERTS * 3 ];
void CG_AddTrailToScene( trailJunc_t *trail, int iteration, int numJuncs )
{
int k, i, n, l, numOutVerts;
polyVert_t mid;
float mod[ 4 ];
float sInc = 0.0f, s = 0.0f; // TTimo: init
trailJunc_t *j, *jNext;
vec3_t fwd, up, p, v;
// clipping vars
#define TRAIL_FADE_CLOSE_DIST 64.0
#define TRAIL_FADE_FAR_SCALE 4.0
vec3_t viewProj;
float viewDist, fadeAlpha;
// add spark shader at head position
if( trail->flags & TJFL_SPARKHEADFLARE )
{
j = trail;
VectorCopy( j->pos, p );
VectorMA( p, -j->width * 2, vup, p );
VectorMA( p, -j->width * 2, vright, p );
VectorCopy( p, verts[ 0 ].xyz );
verts[ 0 ].st[ 0 ] = 0;
verts[ 0 ].st[ 1 ] = 0;
verts[ 0 ].modulate[ 0 ] = 255;
verts[ 0 ].modulate[ 1 ] = 255;
verts[ 0 ].modulate[ 2 ] = 255;
verts[ 0 ].modulate[ 3 ] = (unsigned char)( j->alpha * 255.0 );
VectorCopy( j->pos, p );
VectorMA( p, -j->width * 2, vup, p );
VectorMA( p, j->width * 2, vright, p );
VectorCopy( p, verts[ 1 ].xyz );
verts[ 1 ].st[ 0 ] = 0;
verts[ 1 ].st[ 1 ] = 1;
verts[ 1 ].modulate[ 0 ] = 255;
verts[ 1 ].modulate[ 1 ] = 255;
verts[ 1 ].modulate[ 2 ] = 255;
verts[ 1 ].modulate[ 3 ] = (unsigned char)( j->alpha * 255.0 );
VectorCopy( j->pos, p );
VectorMA( p, j->width * 2, vup, p );
VectorMA( p, j->width * 2, vright, p );
VectorCopy( p, verts[ 2 ].xyz );
verts[ 2 ].st[ 0 ] = 1;
verts[ 2 ].st[ 1 ] = 1;
verts[ 2 ].modulate[ 0 ] = 255;
verts[ 2 ].modulate[ 1 ] = 255;
verts[ 2 ].modulate[ 2 ] = 255;
verts[ 2 ].modulate[ 3 ] = (unsigned char)( j->alpha * 255.0 );
VectorCopy( j->pos, p );
VectorMA( p, j->width * 2, vup, p );
VectorMA( p, -j->width * 2, vright, p );
VectorCopy( p, verts[ 3 ].xyz );
verts[ 3 ].st[ 0 ] = 1;
verts[ 3 ].st[ 1 ] = 0;
verts[ 3 ].modulate[ 0 ] = 255;
verts[ 3 ].modulate[ 1 ] = 255;
verts[ 3 ].modulate[ 2 ] = 255;
verts[ 3 ].modulate[ 3 ] = (unsigned char)( j->alpha * 255.0 );
trap_R_AddPolyToScene( cgs.media.sparkFlareShader, 4, verts );
}
// if (trail->flags & TJFL_CROSSOVER && iteration < 1) {
// iteration = 1;
// }
if( !numJuncs )
{
// first count the number of juncs in the trail
j = trail;
numJuncs = 0;
sInc = 0;
while( j )
{
numJuncs++;
// check for a dead next junc
if( !j->inuse && j->nextJunc && !j->nextJunc->inuse )
CG_KillTrail( j );
else if( j->nextJunc && j->nextJunc->freed )
{
// not sure how this can happen, but it does, and causes infinite loops
j->nextJunc = NULL;
}
if( j->nextJunc )
sInc += VectorDistance( j->nextJunc->pos, j->pos );
j = j->nextJunc;
}
}
if( numJuncs < 2 )
return;
if( trail->sType == STYPE_STRETCH )
{
//sInc = ((1.0 - 0.1) / (float)(numJuncs)); // hack, the end of funnel shows a bit of the start (looping)
s = 0.05;
//s = 0.05;
}
else if( trail->sType == STYPE_REPEAT )
s = trail->sTex;
// now traverse the list
j = trail;
jNext = j->nextJunc;
i = 0;
while( jNext )
{
// first get the directional vectors to the next junc
VectorSubtract( jNext->pos, j->pos, fwd );
GetPerpendicularViewVector( cg.refdef.vieworg, j->pos, jNext->pos, up );
// if it's a crossover, draw it twice
if( j->flags & TJFL_CROSSOVER )
{
if( iteration > 0 )
{
ProjectPointOntoVector( cg.refdef.vieworg, j->pos, jNext->pos, viewProj );
VectorSubtract( cg.refdef.vieworg, viewProj, v );
VectorNormalize( v );
if( iteration == 1 )
VectorMA( up, 0.3, v, up );
else
VectorMA( up, -0.3, v, up );
VectorNormalize( up );
}
}
// do fading when moving towards the projection point onto the trail segment vector
else if( !( j->flags & TJFL_NOCULL ) && ( j->widthEnd > 4 || jNext->widthEnd > 4 ) )
{
ProjectPointOntoVector( cg.refdef.vieworg, j->pos, jNext->pos, viewProj );
viewDist = Distance( viewProj, cg.refdef.vieworg );
if( viewDist < ( TRAIL_FADE_CLOSE_DIST * TRAIL_FADE_FAR_SCALE ) )
{
if( viewDist < TRAIL_FADE_CLOSE_DIST )
fadeAlpha = 0.0;
else
fadeAlpha = ( viewDist - TRAIL_FADE_CLOSE_DIST ) / ( TRAIL_FADE_CLOSE_DIST * TRAIL_FADE_FAR_SCALE );
if( fadeAlpha < j->alpha )
j->alpha = fadeAlpha;
if( fadeAlpha < jNext->alpha )
jNext->alpha = fadeAlpha;
}
}
// now output the QUAD for this segment
// 1 ----
VectorMA( j->pos, 0.5 * j->width, up, p );
VectorCopy( p, verts[ i ].xyz );
verts[ i ].st[ 0 ] = s;
verts[ i ].st[ 1 ] = 1.0;
for( k = 0; k < 3; k++ )
verts[ i ].modulate[ k ] = (unsigned char)( j->color[ k ] * 255.0 );
verts[ i ].modulate[ 3 ] = (unsigned char)( j->alpha * 255.0 );
// blend this with the previous junc
if( j != trail )
{
VectorAdd( verts[ i ].xyz, verts[ i - 1 ].xyz, verts[ i ].xyz );
VectorScale( verts[ i ].xyz, 0.5, verts[ i ].xyz );
VectorCopy( verts[ i ].xyz, verts[ i - 1 ].xyz );
}
else if( j->flags & TJFL_FADEIN )
verts[ i ].modulate[ 3 ] = 0; // fade in
i++;
// 2 ----
VectorMA( p, -1 * j->width, up, p );
VectorCopy( p, verts[ i ].xyz );
verts[ i ].st[ 0 ] = s;
verts[ i ].st[ 1 ] = 0.0;
for( k = 0; k < 3; k++ )
verts[ i ].modulate[ k ] = (unsigned char)( j->color[ k ] * 255.0 );
verts[ i ].modulate[ 3 ] = (unsigned char)( j->alpha * 255.0 );
// blend this with the previous junc
if( j != trail )
{
VectorAdd( verts[ i ].xyz, verts[ i - 3 ].xyz, verts[ i ].xyz );
VectorScale( verts[ i ].xyz, 0.5, verts[ i ].xyz );
VectorCopy( verts[ i ].xyz, verts[ i - 3 ].xyz );
}
else if( j->flags & TJFL_FADEIN )
verts[ i ].modulate[ 3 ] = 0; // fade in
i++;
if( trail->sType == STYPE_REPEAT )
s = jNext->sTex;
else
{
//s += sInc;
s += VectorDistance( j->pos, jNext->pos ) / sInc;
if( s > 1.0 )
s = 1.0;
}
// 3 ----
VectorMA( jNext->pos, -0.5 * jNext->width, up, p );
VectorCopy( p, verts[ i ].xyz );
verts[ i ].st[ 0 ] = s;
verts[ i ].st[ 1 ] = 0.0;
for( k = 0; k < 3; k++ )
verts[ i ].modulate[ k ] = (unsigned char)( jNext->color[ k ] * 255.0 );
verts[ i ].modulate[ 3 ] = (unsigned char)( jNext->alpha * 255.0 );
i++;
// 4 ----
VectorMA( p, jNext->width, up, p );
VectorCopy( p, verts[ i ].xyz );
verts[ i ].st[ 0 ] = s;
verts[ i ].st[ 1 ] = 1.0;
for( k = 0; k < 3; k++ )
verts[ i ].modulate[ k ] = (unsigned char)( jNext->color[ k ] * 255.0 );
verts[ i ].modulate[ 3 ] = (unsigned char)( jNext->alpha * 255.0 );
i++;
if( i + 4 > MAX_TRAIL_VERTS )
break;
j = jNext;
jNext = j->nextJunc;
}
if( trail->flags & TJFL_FIXDISTORT )
{
// build the list of outVerts, by dividing up the QUAD's into 4 Tri's each, so as to allow
// any shaped (convex) Quad without bilinear distortion
for( k = 0, numOutVerts = 0; k < i; k += 4 )
{
VectorCopy( verts[ k ].xyz, mid.xyz );
mid.st[ 0 ] = verts[ k ].st[ 0 ];
mid.st[ 1 ] = verts[ k ].st[ 1 ];
for( l = 0; l < 4; l++ )
mod[ l ] = (float)verts[ k ].modulate[ l ];
for( n = 1; n < 4; n++ )
{
VectorAdd( verts[ k + n ].xyz, mid.xyz, mid.xyz );
mid.st[ 0 ] += verts[ k + n ].st[ 0 ];
mid.st[ 1 ] += verts[ k + n ].st[ 1 ];
for( l = 0; l < 4; l++ )
mod[ l ] += (float)verts[ k + n ].modulate[ l ];
}
VectorScale( mid.xyz, 0.25, mid.xyz );
mid.st[ 0 ] *= 0.25;
mid.st[ 1 ] *= 0.25;
for( l = 0; l < 4; l++ )
mid.modulate[ l ] = (unsigned char)( mod[ l ] / 4.0 );
// now output the tri's
for( n = 0; n < 4; n++ )
{
outVerts[ numOutVerts++ ] = verts[ k + n ];
outVerts[ numOutVerts++ ] = mid;
if( n < 3 )
outVerts[ numOutVerts++ ] = verts[ k + n + 1 ];
else
outVerts[ numOutVerts++ ] = verts[ k ];
}
}
if( !( trail->flags & TJFL_NOPOLYMERGE ) )
trap_R_AddPolysToScene( trail->shader, 3, &outVerts[ 0 ], numOutVerts / 3 );
else
{
int k;
for( k = 0; k < numOutVerts / 3; k++ )
trap_R_AddPolyToScene( trail->shader, 3, &outVerts[ k * 3 ] );
}
}
else
{
// send the polygons
// FIXME: is it possible to send a GL_STRIP here? We are actually sending 2x the verts we really need to
if( !( trail->flags & TJFL_NOPOLYMERGE ) )
trap_R_AddPolysToScene( trail->shader, 4, &verts[ 0 ], i / 4 );
else
{
int k;
for( k = 0; k < i / 4; k++ )
trap_R_AddPolyToScene( trail->shader, 4, &verts[ k * 4 ] );
}
}
// do we need to make another pass?
if( trail->flags & TJFL_CROSSOVER )
{
if( iteration < 2 )
CG_AddTrailToScene( trail, iteration + 1, numJuncs );
}
}
/*
===============
CG_AddTrails
===============
*/
void CG_AddTrails( void )
{
float lifeFrac;
trailJunc_t *j, *jNext;
if( !initTrails )
CG_ClearTrails( );
//AngleVectors( cg.snap->ps.viewangles, vforward, vright, vup );
VectorCopy( cg.refdef.viewaxis[ 0 ], vforward );
VectorCopy( cg.refdef.viewaxis[ 1 ], vright );
VectorCopy( cg.refdef.viewaxis[ 2 ], vup );
// update the settings for each junc
j = activeTrails;
while( j )
{
lifeFrac = (float)( cg.time - j->spawnTime ) / (float)( j->endTime - j->spawnTime );
if( lifeFrac >= 1.0 )
{
j->inuse = qfalse; // flag it as dead
j->width = j->widthEnd;
j->alpha = j->alphaEnd;
if( j->alpha > 1.0 )
j->alpha = 1.0;
else if( j->alpha < 0.0 )
j->alpha = 0.0;
VectorCopy( j->colorEnd, j->color );
}
else
{
j->width = j->widthStart + ( j->widthEnd - j->widthStart ) * lifeFrac;
j->alpha = j->alphaStart + ( j->alphaEnd - j->alphaStart ) * lifeFrac;
if( j->alpha > 1.0 )
j->alpha = 1.0;
else if( j->alpha < 0.0 )
j->alpha = 0.0;
VectorSubtract( j->colorEnd, j->colorStart, j->color );
VectorMA( j->colorStart, lifeFrac, j->color, j->color );
}
j = j->nextGlobal;
}
// draw the trailHeads
j = headTrails;
while( j )
{
jNext = j->nextHead; // in case it gets removed
if( !j->inuse )
CG_FreeTrailJunc( j );
else
CG_AddTrailToScene( j, 0, 0 );
j = jNext;
}
}
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